﻿//vs
//#version 330 core

in vec3 inPosition; // per-vertex position
in vec3 inNormal; // per-vertex normal

uniform mat4 mvpMat; // combined model view projection matrix
uniform mat3 normalMatrix; // normal matrix

smooth out vec3 eyeSpaceNormal; // normal in eye space

void main() {
    eyeSpaceNormal = normalMatrix * inNormal;

    gl_Position = mvpMat * vec4(inPosition, 1);
}
